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CHARACTER
CREATION
Revised Attributes
Strenght
STRENGHT's weight is
changed. Your Move score is figured from your ST and weight,
in other words how efficient your weight-to-ST ratio
is (Kinetic
Energy (in joules) = ¼ × mass (lbs.) × velocity²).
If
your ST is 10 and weight
160 lbs., your Basic Speed is 5. If both your ST and weight are
doubled, Basic Speed remains 5. But if your ST is 20 and
weight 160 lbs., Basic Speed is ~ 7.
| Basic Speed |
v(400×ST ÷ weight) |
| weight |
(400 × ST) ÷ Basic Speed² |
| Strenght |
(Basic Speed² × weight) ÷
400 |
Weight is much more than Fat or Skinny disadvantage.
However the efficient Weight-to-ST Ratio costs. See Natural Encumbrance
below.
New and Revised Advantages
Natural Encumbrance
Natural Encumbrance from
GULLIVER v5.0 by T.
Bone. In brief if two persons have same ST,
but the other person weighs considerably less, he is faster.
This leads to different advantages and disadvantages. The very
main idea below comes from GULLIVER, but otherwise I only use
its core applied to this Compendium. Natural Encumbrance of normal
humans varies from Medium to Neg. 2.
Half Modifier: Dancing, Jumping, Stealth and
both many Sports skills and DX rolls. Full Modifier:
Acrobatics, Climbing, Dodge, DX (with Move Maneuver), Flight
and Roll with Blow.
| Basic Speed |
Encumb. Level* |
Half Mod. |
Full Mod. |
Hit Points |
Dis.adv. |
Cost |
| 1 |
X-Heavy |
-4 |
-8 |
|
|
|
| 2 |
Heavy |
-3 |
-6 |
|
|
|
|
3 |
Medium |
-2 |
-4 |
|
|
|
|
3.5 |
Medium |
-2 |
-3 |
+3 |
Very Fat |
-14 |
|
4 |
Light |
-1 |
-2 |
+2 |
Fat |
-9 |
|
4.5 |
Light |
-1 |
-1 |
+1 |
Overweight |
-8 |
| 5 |
None |
0 |
0 |
0 |
|
0 |
| 6 |
Neg. 1 |
0 |
+1 |
-1 |
|
3 |
| 7-9 |
Neg. 2 |
+1 |
+2 |
-2 |
Skinny |
18 |
| 10-14 |
Neg. 3 |
+1 |
+3 |
|
|
35** |
| 15-19 |
Neg. 4 |
+2 |
+4 |
|
|
65** |
*
For simplicity every Encumbrance Level (p. B17) you get
from carrying gear lowers your Natural Encumbrance by 1. **
At Basic Speed 12
you can buy Extra Attack (p. B53), another at Basic Speed
18.
Night
Vision
Normal humans shouldn't have more than 2
levels of Night Vision. You only get penalties to melee
combat, if your modified
Vision with darkness penalty is lower than 10.
Sixth Sense
Sixth Sense lets you only sense someone
staring at you, not his intentions. Roll against Perception. 5
points.
New and Revised
Skills
Dodge
Dodge
(DX/Average). Defaults: DX-4. This replaces
Dodge based on (DX+HT)/4.
Battle Skill
Combat/Weapon skill measures accuracy and
speed. Tactics skill (IQ/Hard, Defaults: IQ-6) is controlling distance, timing, feinting
and outguessing the enemy.
So Battle Skill is
the average of the Tactics and the highest appropriate Combat/Weapon
skill or DX (round down).
You need Battle skill to a) make Feints b) defend against
Feints and c) use Move Maneuvers. A good Tactics skill also
helps you to attack and defend with
all weapons. For example if you are used to fight
with sword, and suddenly you need to use knife or
bare hands with no training, you can use Battle Skill
instead of default levels.
If Tactics skill is higher than the highest
C/W skill, Tactics is counted for Battle Skill only as
high as the C/W skill (you don't have enough practical experience to apply more
mental skill on physical combat).
Most people's Tactics skill isn't nowhere near as
high as their C/W skills, because they don't have enough all-around combat experience.
If you know your enemy - his skills,
techniques (includes unknown persons with same primary style as yours), personality - well,
you get a bonus of 1-3 to your Tactics
skill against this opponent: this can raise Battle skill
over normal boundaries. An alien, strange style or exotic
weapon can give penalties to defender' Tactics skill (GM's decision).
New and Revised Techniques
For
play balance I only use Techniques below. Difficulty
of all Techniques is Hard. These Techniques can be
improved to prerequisite skill +2:
Bite, Disarm (p.
B401), Evade (p. MA71), Grapples, Hand Strikes, Holds,
Joint Locks, Head Butt (p. MA74), Kicking, Neck
Snap, Slams, Throws.
These Techniques cannot exceed prerequisite skill level: Aerial
Fighting*, Close Combat (p. MA69),Ground FIghting (p.
MA73), Hit Location**, Off-Hand Weapon Training, Roll with
Blow (p. MA87).
* not flying, but when jumping or
falling, same as Ground Fighting.
** defaults to C/W skill
-3, reduces penalties for targeted attacks by 3
Equipment
Adapted from
Dayglofrog and Volker
Bach.
Crossbows
Crossbow
at ST or less requires 2 secs to cock. To determine if
you can really cock crossbow by hand, check
your lifting capacity against (BowSTxBowST)/10 x 25 lbs.
ST +1-2 requires
one-foot stirup ($30, 1 lb.) and 6 seconds to cock,
can be
done prone.
ST +3-4 requires Goat's Foot ($50, 2 lbs.) and 8 seconds to cock, can be done prone
or mounted.
Crossbow at ST+5-10 requires cranequin ($20 per point of bow ST, 4-6 lbs.) and (bow
STx2)+8 seconds to cock, can be done prone or mounted.
ST +4-unlimited requires
windlass ($10 per point of bow
ST, 5-10 lbs.) and (bow STx2)+12 seconds to cock, can be
done prone.
ST 12 or less crossbows, made of wood, cost $5 per point of ST. ST
13-15 composite crossbows cost $25 per point of ST.
ST 16-24 crossbows use steel, costing $40 per point of ST. Any crossbow larger than this is
considered
artillery.
Composite or
steelcrossbows can be shortened for conceability.
These do thr+2 base damage for their ST, weigh 25% less
and have +1 to Holdout and -1 to
Bulk. Crossbows with shortened stocks
can do thr+4 with -2 to
Bulk and -2 to Acc. Pistol crossbows can
do thr+2 with -3 to Bulk and -2 to Acc.
Maximum practical ST for shortened or pistol
wooden/composite crossbows is 10, for steel
13.
Plate Armor
This
is late TL3 Gothic plate armor.
Standard armor is assumed to be 'proof' armor. Designed to
stop the strongest weapons common on the battlefield, in this
cast it is DR 8 to stop arrows, medium crossbows and hand
weapons.
Doubleproof armor is finely
made armor designed to stop the heaviest weapons on the
battlefield, heavy crossbows. Doubleproof armor is DR 12.
There are two ways to arrive at doubleproofing for armor,
first by making it thicker and second by making it of finer
quality. Finer quality armor will cost 4 times listed price,
and have double proof DR without any increase in weight.
Thickening armor makes it heavier, each additional DR raises
the weight of the armor by 20% and the cost by 5% (steel is
cheap). A DR 12 suit of thick armor would be very heavy,
usually only the torso, legs and head are thickened raising
the weight by 58% and the price by
12%.
Unproofed armor is made of lighter
weight plates and is not proof against all weapons. Its DR is
5 or 6. It weighs 75% of the normal weight and costs 60% of
the listed price.
| Armor |
PD |
DR |
Cost |
Weight |
Notes |
| Plate armor |
3 |
8 |
$4000 |
60 lbs. |
For horse&foot |
| Complete Plate armor |
3 |
8 |
$6000 |
90 lbs. |
Foot combat only |
| 1/2 Plate |
3 |
8 |
$2600 |
41 lbs. |
Torso, arms, head |
| Non-proof armor |
3 |
6 |
60% |
75% |
|
| Thicker steel |
- |
+1 |
+5% |
+20% |
|
|
Doubleproof
plate |
3 |
12 |
4x |
- |
|
| Maximilian plate |
4 |
12 |
4x |
- |
See
below |
Gothic armor evolves
into Maximilian armor with more curves and narrower ridges
(ribbed plate), which creates better deflecting
angles.
Distribution of complete plate armor's 90-pound weight is:
9% Head: 1 lb/DR (8.1 lbs.)
36% Torso: 4 lb/DR (32.4 lbs.)
18% Arms: 1 lb/DR (each) (16.2 lbs.)
36% Legs: 2 lb/DR (each) (32.4 lbs.)
1% groins (0.9 lb.)
60-pound plate armor has DR 4 on back, hands, legs and feet, and DR 5 on arms.
 Maximilian
field armour for man and horse
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COMBAT
General
You gain a psychological advantage when your
opponent fails his Will roll against fear, anger, excitement,
tension or suspense. Roll at -1 if it is an important match,
-3 little chance or -5 you are likely to lose (+5 if
protecting own child, +2 if Combat Reflexes). Losing to anger
is penalty only to IQ, others penalties to DX and
IQ.
|
Wound lvl |
Penalty |
Failed by |
|
Trivial |
0 |
1 |
|
Light |
-1 |
2 |
|
Medium |
-2 |
3-5 |
|
Serious |
-3 |
6-9 |
|
Critical |
-4 |
10+ |
Adrenaline might halve penalties after 1d6
turns. Feigned inferiority may get the opposition attack
aggressively, and his adrenal defense may not be at its best.
Feigned superiority may give the opposition the picture he is
likely to lose.
Combat Turn Sequence
A combatant with the
highest CTS value goes first: Basic Speed + Combat
Reflexes(+1) + Combat/Weapon skill 12+(+1), 20+(+2), 30+(+3) +
weapon in use: short staff/pistol(+1),
unarmed/knife/sword(+0), 2-handed weapons with turn(s) to
ready penalty (-1)
Attacking
Only 1 attack per
turn. Unless you have Extra Attack (p. B53) or Basic Speed
12+.
 "Striking
at a six-foot target awards no penalty, but positioning a
weapon to deflect an attack is another
matter."
I don't use Rapid Strikes. For Deceptive Attack for every -1 you accept to your C/W skill, your foe suffers a -1 penalty on his active defenses against this attack. You many not reduce your final effective skill below 10 with a Deceptive Attack. Beware your opponent's Passive Defense (see below). All-Out
Attack: +4 for attack(s), +1 attack or +1/3 increase in
damage. Misses by only 1 means that the
attack only touches the target if he does/can not defend. This
only matters when for example the weapon is Mage touch or
poisoned blade. Critical Hit does not remove
opponen'ts chance of defending
himself.
Feinting
Feinting means you are feinting to attack with one weapon (A), but you really are attacking with another weapon (B). Feint is done with using C/W skill for weapon A. You cannot benefit from Feint by attacking with weapon A after Feint. Weapon B can also be DX for Move Maneuvers (see below).
Feinting to make an attack with "weaker" weapon (unarmed instead of armed, shield or
knife instead of sword etc.) gives a bonus of +1 to initiate
Feint. Feinting with short staff or smallsword gives a
bonus of +1 to initiate Feint. Feinting with weapons with turn(s) to
ready penalty gives a penalty of -1 to initiate
Feint. You can catch your opponent off-guard
with Acting skill. If your opponent doesn't expect hostile
actions from you, you can make Feint in no time, and then
an attack.
Whenever you roll 3 or 4
on an active defense roll in melee combat, you will get free
Feint.
Move
Maneuver
You can move in combat as fast as you can. The faster you move the harder
it is your foe to hit you, but it is also harder you to defend
yourself and to hit your opponent. So there is no
special Retreat or Move and Attack. The table below is a
part of the Size and Speed/Range Table. Adjusted skills can exceed
9. Ranged attacks have an extra penalty of the weapon's Bulk
rating.
| Speed/yds |
Modifier |
| 0 ... 2 |
0 |
| 2+ ... 3 |
-1 |
| 3+ ... 4.5 |
-2 |
| 4.5+ ... 7 |
-3 |
| 7+ ... 10 |
-4 |
| 10+ |
-5 |
When
you try to Slam, Evade, go in or get out from Close Combat (p.
B391) or otherwise control distance, you have to win a Quick
Contest of Skills, the average of DX (Encumbrance level gives
bonus or penalty -8 to +2) and Tactics.
Some
fighters try to do "Runaround" Attack (p. B391). There is no
penalty from one's own speed when trying Slam or Runaround
Attack. Slipping in is risky, because if you lose 5 or more,
your opponent manages to step on your side and gets Rear
Attack. Also if slipping in and your opponent has weapon
ready, opponent gets free attack against you, but with half
damage. Notice that with Move Maneuver you stay one step away
from your enemy, especially when you have longer reach.
Defending
All-Out Defense: +4 for all, Parries to Dodges or
double number of Parries. Medium Encumbrance slows
attack and gives a bonus of +1 for opponent’s defenses.
Heavy Encumbrance gives +2. Negative
Encumbrance 3 speeds attacks and gives a penalty of -1 for opponents's defenses. Lvl
4 gives -2.
Passive
Defense
Passive Defense
still exists. PD of an armor is subtracted from
an attacker's successes instead of adding to the armor-user's
defense roll. If Successes-PD is less than zero, the blow has
been deflected from the armor after defender's unsuccesful or
non-existing defense roll. Hard
leather/wood has PD 1, chain/scale has PD 2
and plate armor has PD 3. Passive Defense has two
limitations: for each 3 dice of damage that an attack does, it eliminates 1
point of PD from the target's armor. And 1-handed
crushing weapon removes PD penalty by 1, 2-handed by
2.
Parry and Block
"Parry - defensive use of
weapon to block thrust or cut. Modern term adopted from the
1660 French school jargon. Di Grasse's translator uses
"break", "ward", "block", "encounter" and other words for
parry."
To intercept small,
incoming weapon with Parry or Block has a penalty of
-2.
To parry with a small knife
has an extra penalty of -2, with a large knife -1.
Parrying/blocking knife has an extra penalty of
-1.
To parry with a large weapon has a bonus +1
Parrying/blocking large
weapon has a bonus of +1.
For
thrown or missile weapons see below. Fencing
weapons have a bonus of +1 to parry with. A staff has a bonus of +2 (large two-handed balanced weapon).
I
don't use Retreat bonuses.
To parry with off-hand has a penalty of -4 unless having Main-Gauche, Karate, Judo,
Off-Hand Weapon Training or Ambidexterity.
If Parry
only succeeded by 0-3, it's a hard
block - your parrying weapon
or limb takes damage from
attack. Blocking with shield same 0-3-rule
applies after reducing shield's DB from
successes. Shield acts as cover in
Close Combat, and gives a penalty of it's DB to attacks from
fighters behind and front of it - after 1 round in Close
Combat has passed. You and your opponent are both hiding
behind shield.
| Weapon |
Mod. to Parry/Block |
Notes |
| spear |
-2 |
20-25 yds./sec |
| knife, stone |
-4 |
30-45 yds./sec |
| arrow |
-7 to -9 |
60-100 yds./sec |
| crossbow bolt |
-10 to -12 |
100-140 yds./sec |
| bullet, beam |
Parry/Block hasn't a
chance with an Active Defense. Even Dodge is
halved after penalties. |
250+
yds./sec |
 "To effectively cover yourself,
you
must hold the buckler as far off from the
body as
your arm can
stretch."
Dodge and Roll with Blow
"Void - not being the
where the blow is aimed."
To move
own body away from blow with Dodge has an inherent penalty of -2 or with Roll with Blow -4. Subsequent dodges and roll with blows in a turn have a cumulative penalty of -5. Close Combat has an extra penalty
of -2. Attacks against Head or Hand gives a bonus of
+1. Encumbrance level gives bonus or penalty (-8 to
+2). Acrobatic Dodge gives a bonus of +1 as also dropping
down. Dodge and Drop gives a bonus of +1, and it is usually
done with All-Out Defense.
Succesful Roll with Blow halves damage.
Rolling with unarmed attack gives a bonus of +1. No rolling
with whip blows.
Hit Location
Alternate hit location table by Pauli
Hakala.
| Part |
Front |
Side |
Down |
Up |
To hit penalty |
| Head |
1-7 |
1-7 |
1-2 |
1-27 |
-5 |
| Neck |
8-10 |
8-10 |
3 |
28-40 |
-7 |
| Zone1 |
11-20 |
11-15 |
4-6 |
41-55 |
-1 |
| Zone2 |
21-30 |
16-20 |
7-10 |
56-70 |
-1 |
| Zone3 |
31-40 |
21-25 |
11-15 |
71-73 |
-1 |
| Zone4 |
41-50 |
26-30 |
16-20 |
74-76 |
-1 |
| Shoulder |
51-52 |
31-33 |
21 |
77-80 |
-3 |
| Upp.arm |
53-56 |
34-41 |
22-23 |
81-82 |
-2 |
| Elbow |
57-58 |
42-44 |
24 |
83 |
-5 |
| Low.arm |
59-63 |
45-52 |
25-26 |
84-85 |
-2 |
| Wrist |
64-65 |
53-55 |
27 |
86-87 |
-6 |
| Hand |
66-70 |
56-60 |
28-30 |
88-90 |
-4 |
| Thigh |
71-83 |
61-78 |
31-60 |
91-94 |
-1 |
| Knee |
84-85 |
79-80 |
61-62 |
95 |
-3 |
| Calf |
86-96 |
81-96 |
63-96 |
96-97 |
-3 |
| Ankle |
97-98 |
97-98 |
97-98 |
98 |
-5 |
| Foot |
99-00 |
99-00 |
99-00 |
00-00 |
-4 |
|
Head |
Eyes 1; Ears 2; Nose 3; Jaw
4-6; Flesh 7-12; Brain 13-20 |
|
Neck |
Flesh 1-5; Spinal Cord
connection 6-7; Bleeding*2
8-14; Bleeding*2&spinal 15-20 |
|
Zone1 |
Flesh 1-7; Heart 8-9; Lung
10-17; Heart&Lung 18-20 |
|
Zone2 |
Flesh 1-9; Lung
10-20 |
|
Zone3 |
Flesh 1-8; Stomach 9-11;
Pancreas 12-13; Kidney 14; Big int.15-16; Small
int.17-18; Groin 19-20 |
|
Zone4 |
Flesh 1-8; Liver 9-11;
Pancreas 12-13; Kidney 13-14; Big int.15-16; Small
int.17-18; Groin
19-20 |
Damage and Injury
Revised
damage bonuses from Combat/Weapon skill: +1 C/W skill 15+,
+2 skill 20+, +3 skill 25+ and +4 skill 30+. High skill
brings more accuracy and speed, and has strenghtened certain
muscles. These bonuses also raise effective ST against disarms
and to reduce turn(s) to ready penalties.
|
Brain
-7 to hit. DR2, all dmg
x4.
[2] |
Vitals -3 to
hit. 1/6 chance of hitting
heart. |
|
Jaw -7 to hit.
Crushing blow gives an extra -2 to knockdown rolls.
[2] |
Solar Plexus -6. Crushing
blow gives an extra -2 to knockdown rolls.
[2] |
|
Neck -7 to hit. Cut x2
crush x1.5, stunned on hits over HT/3. [2]
Crushing blow can crush throat on hits
over HT/3 (roll HT, automatic over HT). Cutting damage
can decapacitate on hits over HT (roll HT, automatic
over HTx2). Any blow from behind results paralysis on
hits over HT (spinal cord has DR
2). |
Hands/Feet -4 to -6 to
hit. Crippled on hits over HT/3. Cutting damage can
amputate on hits over HTx2/3 (roll HT, automatic over
HTx4/3). |
|
Heart -7 to hit.
Sternum DR2 (unless hit from below with extra -2 or from
rear then DR1). Imp x3, killed hits over
HT/3. |
Arms/Legs -1 to -2 to
hit. Crippled on hits over HT/2. Cutting
damage can amputate on hits over HT (roll HT, automatic
over
HTx2). |
[2] High Pain Threshold doesn't
give bonuses against Knockdown and Stunning (p. B420).
I am also using Partial Injuries (p.
MA136). | |